Quest for glory ii trial by fire map




















Thus, the first obstacle has been negated. Next to hinder you is the element of earth. He can be coped with by casting several calm spells after casting detect magic or was it trigger? Just climb over the elemental when he is calm. The third element is fire. To get past this one, extinguish the fire with a calm spell.

The door will allow you to cross the hole. The last hinder is the element of water. It will have to be melted with a flame dart, and then cracked with several well placed force bolts. Once you have finished this, you will be accepted as an initiate in WIT. You do not want to remain there, however, no matter what the other wizards say. The Thief should seek out the moneychanger for more than one reason.

She just happens to be the local thieves' guild, and she will give you an assignment if you identify yourself as a thief. Just follow her directions, and remember to lift the rug. The Fighter will later be given the opportunity to join the EOF ask the adventurers' guild manager about this , but it will take some time before this happens.

When it does, just follow the instructions you get the letters left at the adventurers' guild and simply break the chains when you're going to be 'executed'. The Town of Shapeir: In the town there are the following locations of interest The saurus pen. Here you can buy your own riding saurus on day 2 or 3. The Katta's Tail Inn Retire here when it's time to sleep.

Also, Omar the prophet will speak here on occasion. The Alchemist. Here you can buy pills and sell different ingredients. You can also buy the incense that will be needed do defeat the fire elemental later on.

Ask Harik on fire, since this is his specialty. He will also be able to mix up some dispel potions for you. The Magic Shop. This shop is run by Keapon Laffin, a person attuned to the element of air. He can provide information on the element of air as well as spells and a magic rope.

If asked for, he will give away fool's earth. Here you can fill your waterskins, get dirt from the florist, but a brass lamp to contain a fire elemental and buy food. The enchantress will let you in if you answer her questions. You can then then get information about the different elementals and the enchanted tree in the desert.

While she tells something about all the elementals, she is most attuned to the element of water. Palace plaza. I think this is the place to buy a cloth bag, that will be used to store a earth elemental later on. Aside from that the only thing that can be obtained here is a pin that you're given as a gift after defeating the elementals.

Fighter plaza. Here you should find Rakeesh, a paladin and a noble warrior. He can lend you a magical, flaming sword to defeat the earth elemental. He can also tell you 'bout the element of earth. This man sells swords and daggers, and also like arm wrestling. Description: This thin metal wire-type tool is a bit obsolete in the face of the Thief's Tool Kit, but you might as well carry it around for nostalgic purposes.

Description: This kit contains everything you need to get ahead, or at least inside. Most any lock can be licked with a little luck. Description: Proof that you're a member in good standing of some Guild somewhere.

The picture on it doesn't look anything like you. Description: A beautiful set wrought of silver. A certain attractive lady has her eye on this, and would pay a good price for it. Description: Another fine treasure just lying around the Metal Worker's House for your grubby little hands to snatch up. Description: It's hidden well, but this treasure is worth the find. Blackbird Found: Steal from Khaveen's House.

Description: Could this be the stuff that dreams are made of? Probably not. This sculpture is said to be worth a sultan's ransom, but it looks just like an ordinary sculpture of a bird.

Take all the tails you can get for good cash flow. Ghoul Claw Found: On re dead Ghouls. Description: The Apothecary will pay for the claws of a Ghoul. He's trying to make a pill that will nullify the effects of a Ghoul's touch.

Description: Keapon Laffin needs a piece of the Dervish's beard for some kooky spell, and he'll pay you for fetching some for him. Griffin Feather Found: Griffin Nest.

Description: Since a Griffin is a constant flux between two beasts, its feathers can be used as a catalyst for change, thus it's a good ingredient to have in a Dispel Potion.

Fruit of Compassion Found: Tree in the Desert. Description: For acts of kindness, sacrifice, and love, you may receive this magical fruit.

It's very powerful and very rare. It's also an ingredient for a Dispel Potion. Click on any plaza or location you've already been to marked by an icon and you'll use your unnerring sense of direction and head there. You'll see which direction the four compass points are in. Now, this compass doesn't go with the way your Hero is facing. The direction on the top of the compass relates to the top of the screen, so if the direction on top is north, then to the top of the screen is north.

Description: These lovely flowers make a nice gift for the ladies, but since you're not quite ready to settle down yet, they're pretty useless, unless you're looking for Honor.

Description: This is a pot. It makes pot-like noises and has a pot-like smell. Description: This lamp would light the way if you had a fire to put in it. Description: It's free in both places. Just ask for it. It's a simple clay pot filled with soil. Description: This is a simple cloth bag that can be used to haul sand or other earth-like substances. Description: This is that stuff that smells funky when you burn it.

It's said that fire is quite attracted to it. Flask of Oil Found: Apothecary for 30 centimes. Description: Oils are used in religious ceremonies, to give food a certain flavor, and to loosen squeaky hinges.

You're not a priest, or a cook. Powder of Burning Found: Apothecary. Description: This powder is a potassium nitrate derivative made from bat guano, charcoal, sulfur and ambergris which makes it smell interesting. Basically, it's gunpowder. Unfortunately, Harik has only a little bit left, and will only part with it if you are in dire need of it. Dispel Potion Found: Apothecary. Description: This type of Dispel Potion is a bit more confining than the one used in Spielburg. The old one only needed to be splashed on its target.

In this case, the enchanted one needs to drink the potion, and a hair of the person must be mixed into the potion. The good news is that Harik is only missing two of the ingredients: a Griffin Feather, and the Fruit of Compassion. Description: From the land of Spielburg, these are coins you got in your last adventure. You need to give these to the Money Changer, Dinarzad, so that she can give you dinars in return. Small Rock Found: Out in the desert, all around, just "get rocks", and you'll snag some.

Description: These can be used as cheap throwing weapons. They don't do much damage, though. If you know who, return it to them, and you'll be richly rewarded in spirit. Description: There is a use for this thing, but I run a family show here, and I have no intention of telling you what to do with them, because it's not all that PG-rated. Just look at some QfG sites on the Net and you'll find out what they do soon enough. Description: The "Found" really says it all. You can now use the lamp to light the darkness.

Description: This is the container for the Air Elemental. Issur will only give it to you if you beat him at arm-wrestling, which you can't do if you're a Magic User or a Thief. In which case, you'll have to wait until night and swipe them. Bag of Sand Found: Cloth Bag becomes this when you "get sand".

Description: The sand can be used to subdue the Air Elemental. Description: The Earth Elemental in your hands has useful properties, particularly for plants. Description: What could one possibly use a limitless source of water for, hmm? Don't worry about trying to use this, you'll use it automatically when the time comes. With it, you are forever a friend to all Kattas.

Description: This is simply a spare set of clothes for parties, charity functions, high-power business meetings. Description: This small card says that you are allowed to enter and leave Raseir. Don't leave town without it. It's everywhere you don't want to be.

Mirror Found: Given to you by Zayishah. Description: This mirror is a sign that you are a friend to the women of the Harem. It's also a fully functional mirror of the light-reflecting variety. Description: Wouldn't you know it, this ring contains a Djinni! Hot diggity! Feel free to question him about any matters.

When you're done, "stand" You'd be surprised how many people had trouble with that. Question Shameen if you wish, then leave the Inn. Your main objectives here on Day 1 is to at least visit the Money Changer, and maybe do a bit of shopping while you're at it. Outside, you can question Ali Chica if you wish, but you won't be able to buy anything. Head north on Junub Tarik all the way to the next plaza, the Fountain Plaza.

Here, also, you can talk to the merchants, maybe visit the Apothecary and Magic Shop, but where you need to go is west on Dinar Tarik which is the street next to Tashtari the Brass Seller. On Dinar Tarik, go all the way to the end until you reach a two-way passage. Go right. Follow the passage making all the turns and avoiding streets that branch off all the way until you reach another two-way at the end. Go left. Keep going until you hit another two-way passage and go left.

Keep going and you'll reach the Money Changer. At the Money Changer's, speak to Dinarzad. Look at Franc if you wish for some money puns. It's best to exchange them in 50 coin increments or less depending on your patience so that you get a better rate than trading them all at once. You can go exploring now, or just go back to the Inn, or even go out into the Desert and kill something. Here are things you should do at certain places whenever you have free time and you should have a lot of free time.

Just so you know, I won't cover Elemental related items here. I'll put those in when you go tackling the Elementals. Gate Plaza: Be sure to buy a map 7 and a compass 7 from Ali Chica. He can also give you directions to most any place in town. You may find Shih'had the Beggar here.

Be sure to give him at least one centime 3. Fountain Plaza: Buy some extra Lizard Jerky from the food merchants. You can fill your Waterskins at the Fountain, of course. Apothecary: Harik Attar knows a lot about potions, pills, oils, and other types of stuff you'd go to an apothecary for. If you ask him about nothing else, ask about fire 3 and earth 3 to see some nice visual effects. Be sure to buy all the kinds of pills you'll need for this adventure, especially Poison Cure Pills 3.

Oh, and be sure to ask him about the ingredients for the Dispel Potion. Since his element is quite obviously Air, be sure to ask him about the Air Elemental 5. If you read the board in the Adventurer's Guild, you can also ask him about the "whirl" he needs. Plaza of Fighters: Be sure to buy some extra Waterskins from Mirak. Sometimes you can find Rakeesh outside the guild sunning himself. Adventurers' Guild: Here's where you can talk with Rakeesh and Uhura.

Be sure to ask about monsters 3 and Paladins 3. The two know a great deal about the monsters in the area. To practice fighting with Uhura, just go to the room on the right 5. You can use this place to easily build up all your combat skills. If you get exhausted, just rest at the Inn for an hour to max your stamina, and come back.

Before you leave, be sure to sign your name in the Adventurer's Logbook 3. Weapon Shop: You'll want to trade your old sword into Issur for his Fine Sword at some point, and you may want to invest in a dagger or two. Also, you can arm-wrestle him. You should have a pretty high Strength to do it, though. Quickly press Left until you build up enough power, then press Space several times to beat him 7. Astrologer: To get to the Astrologer's House, simply go to the Palace Plaza, leave by the south street Tarik of Stars , and follow it all the way to the end.

Can't miss it 5. Talk to the Astrologer, and be sure to ask him about your future. He'll ask you to tell him about yourself.

Do so, and come back the next day to learn a bit about what's in store 5. Enchantress: Now, Aziza's one you'll actually have to do some work to meet. To get to her house, go north from the Fountain Plaza, then follow Shmali Tarik. If you look at your map, you'll see a tiny unnamed street in the northeastern section of the city.

That's where Aziza's house is. Once you get there, knock on the door, and she'll ask you four questions: "Who is it that seeks to enter? If you answered "Rakeesh": "How was the leg of Rakeesh injured? My second is the last. Next comes myself. Then back to the end, and to the beginning again. Who am I? She'll let you in and will let you in on all subsequent visits 7. First thing to do is "greet" when you enter. Then walk over to the table and you'll automatically sit. When she asks if you want to share tea, say "yes".

Then you can question her. Be sure to ask her about Elementals, in general and each specific one. She also knows much about other magical beings in the area. When you are done speaking with her, say "farewell", and you'll leave. Be sure to check the Monsters section for info about them. You don't get points for selling them, but you do get points for collecting them. About the only thing you can do at this point in time is to get the Griffin Feather.

You'll need a decent amount of Strength though. Head to the Griffin Nest, which is west from the Shapeir Overlook 3. Look at the rocks. This is also a good time to question him. You step outside the inn to find the stand of Ali Chica burned to an almost crisp.

This is the work of the Fire Elemental. This is the last chance you'll have to buy a map or compass from Ali Chica. It'd be wise to prepare for the Elemental's arrival. The way Aziza describes it is that you need to lure it away from the plaza to the confined streets, weaken it with water, and capture it in the proper container. Well, you've got the water in your Waterskins.

The lure you need is incense from Harik Attar. Buy it from him at the Apothecary 7. Finally, you need the container, which is in the form of a lamp which you can buy from Tashtari in the Fountain Plaza 7. You have until Day 7 to get rid of it before it destroys the city.

You can take a few brushes with the flaming one, but it's best to keep your distance. Once inside, "put down lamp" or "drop lamp", and then "use water" on the Fire Elemental. Magic Lamp. There, Rakeesh will give you your reward for stopping the Fire Elemental 3. Head down to the Fountain Plaza and you'll find Omar camped out there. Listen to his entire poem four verses and leave and come back to find his purse on the ground.

You can give it back to him on Day 11 for Honor, or just take the money in it. Time to get ready for the Air Elemental. If you've spoken to Keapon and Aziza about this, you'll know to use Earth to stop it, and you'll need a Bellows to contain it. To get the earth you need, either "buy pot of dirt" from Lasham, who'll give it to you for free, or ask Keapon about "fooler's earth", who'll also give it to you for free.

You can also buy a cloth bag and fill it with sand from the desert. At any rate, you need one of those items. To get the Bellows, go to the Weapon Shop. If you haven't beaten him in arm-wrestling already, now's the time to do so. Once you do, "take bellows", and he'll give them to you 7. You have until Day 11 to take care of him.

Defeating him is pretty simple. Simply walk up to it and get sucked into its funnel. While inside, "drop dirt" or "drop sand" and you'll put it in the center of the funnel, which will slow him down. Now, "use bellows" and you'll suck him right up Oh, and Shema dances tonight. Omar will poetize tonight, and he'll give you your 50 dinar reward for defeating the Air Elemental 3. He's stalking the streets right now, causing general mayhem.

You have until Day 14 to take care of it. Go to the Adventurer's Guild and talk to Rakeesh. Ask him about his sword, and he'll lend Soulforge to you 7. The magical sword will flame only for the battle with the Earth Elemental, and you must return it to Uhura after you've finished. The Earth Elemental is usually on the streets in the northeastern area of the city.

Just wander around and eventually he'll pop up. Fight him. Once you turn him into dust, "get earth", and you'll put him in the bag Now that you have the Earth Elemental, there's plenty more to do today, but it can be done at any time.

First thing's first. Go to the Guild and return Soulforge. Next, go to Aziza's house. If you've been exploring in the desert, you may have noticed a strange tree that looks like a woman.

Ask Aziza about the tree, and she'll tell you the tale of Julanar the Healer and what you must do to free her spirit 7. With the capture of the Earth Elemental, you have all items necessary. Go to the desert. Head east from the Shapier Overlook until you reach the tree. The first gift, the Gift of Kindness, is to "give water" to the tree 7. After which, "tell about yourself" 5. The second gift is the Gift of Magic. Now, "tell about earth" 5. Finally, as a Gift of Love, "hug tree" 5 , and tell her her name, "Julanar" 5.

The Fruit of Compassion will form on one of her branches. You'll take the gift as thanks for restoring Julanar's spirit 7. Now, head back to the Shapeir Overlook, go three screens east, and six south to reach the Oasis.

The Dervish there will tell you about a puzzle with five W's. Ask him about the puzzle, and ask him about each of the W's, especially "where". Go two screens north and a bunch of screens west to find a cage with a ravenous beast 5. You cannot do anything for him now, but return to the Dervish, and ask about the beast 5. It's also a good idea to "take beard" now, so that you can get the reward from Keapon about the whirling part of the Dervish 5. Now that you have the Fruit of Compassion, and you should have picked up a Griffin Feather if not do that now , go back to Harik and give him the two ingredients.

He'll give you three Dispel Potions 7. Return to the caged beast in the desert. To dispel him, you'll need to add some of its hair to the potion, but he won't let you take it.

To get him distracted, give him some food or water 5. Then "take hair", and you'll automatically put it in the potion. Give it the potion, and it'll return to the apprentice sorcerer, Al Scurva, who will tell you about Ad Avis, his former master Like I said before, the Julanar and Dispel Potion stuff can be done any time, just make sure it's done before the end of Day They're watching you. Note I didn't give you a heck of a lot of time to prepare, but you should already have all you need, and you need to capture it before Day Go to the Fountain and there you see the watery tart, splashing around in the fountain.

Instead, "put down waterskin", and then "use bellows". You'll blow her right out of the fountain and she'll drop right into your waterskin. Easy as pie Now, if you go to the Guild again today, Uhura will mention another note on the door. Tomorrow night. Go to the Palace of the Plaza, and Sashanan will thank you for all that you've done for the people of the Katta by giving you the Katta's magical Sapphire Pin 5.

Do what it says. At the end of the road, you'll see a partially open door. Enter the darkness. When the voice is finished talking, just stand there and don't do anything. After a minute of rough-housing, the lights will be lit, and you'll find yourself chained to a wall. As soon as you have control, "break chains".

You'll break them with just enough time to face your adversary bare-handed. All you can do is dodge, so dodge to the right several times, and you'll avoid the man's blade and race for your equipment. Fight the man, and when you've got him on the floor, you'll be told to kill him. What you do next is up to you. You have the option to kill or not kill your helpless adversary.

You can go around to all the Katta merchants and receive their thanks and well wishes, as well as go to the Apothecary and pick up plenty of pills. As a matter of fact, if you plan on continuing this character to the next game, it'd be wise to buy as many Healing Pills as possible, because you carry them into the next game, and they cost an arm and a leg there. Anyway, what you really need to do is visit Aziza's house. She'll invite you in, but your Saurus will follow D'oh.

She'll spin some magic and you'll learn a very interesting fact about your Saurus 7. Also, go to the Guild and Rakeesh and Uhura will give you your farewells. Next you have your night time monster. A bit stronger, but still nothing to worry about. And then you have the other monsters, who you might encounter at ANY time. These guys are the toughest of the tough. They carry a simple sword, and pose no threat at all, not even at the start of the game, despite Uhura tells you. But if your careful, their are nothing to worry about.

Jackalmen- The number of these guy you will encounter varies, but generally you'll encounter a group of them instead of just one or two. Like the goblins in Quest for Glory 1, you must fight each Jackalman one at a time, without time to rest in between battle. But fear not, as their almost as weak as brigands, if not more so. But if you have a stock of poison cure pills make sure you take one BEFORE fighting a scorpion Then the scorpions aren't too hard to beat.

Saurus Rex- And I net you thought saurus's were either weak and purple monsters, or friendly green animals. When you first start the game, don't go near these guys, as they're fast and can easily tear you to pieces, even later on in the game when you are more skilled. The most dangerous desert monster in the game. Walkthru This walkthru will go day by day, containing instructions for how to solve each puzzle, as well as tips for other things that each character class might want to do.

Also, I'm going to assume that your not mixing character classes. Keep an eye on your inventory, and buy rations or fill your waterskin when needed. The game will let you know when your character has no water. Stand up and exit the inn. Ignore Ali Chica and head through the walkway in the top of your screen. Walk along the street until you come to the fountain plaza.

Now follow "Dinar Tarrick" Type "Look at sign" each time you some to the end of a street. Now change your golden Speilburg coins. The money changer will take a percentage of your money, and I've found that the best way to maximise your money is to change yours 5 at a time. Now that you have some money, there's something you should know.

Not only will this raise your communication skill Newly added in QFG2, it was not present in QFG1 , but there's a chance you could get the item cheaper. Return the way you came, and go back to the fountain plaza. Now it's time to start shopping! First, buy a lamp from the brass stand. Next, visit the apothecary. All classes should buy healing and vigor pills. Thieves should buy oil, Magic users mana pills and fighters poison cure pills.

Now head for the magic shop. Fighters will find nothing much of use here, so they can leave right away. Magic Users should purchase whichever of the spells they want And can afford while thieves should buy the magic rope. Don't worry if you don't have enough money for all the spells or the rope. You'll have plenty of money soon enough. Next, return to the gate plaza. Purchase the map and compass from Ali Chica. The map: Now that you have the magic map, you'll only have to explore the streets of Shapier when first travelling somewhere important, or if you want to, because once you've visited a place, it show sup on your map, and clicking on will allow you to travel there instantly.

At this stage, all four plazas, the palace, the Katta's Tail Inn, the money changer, the apothecary and the magic shop will all be on your map. Also, where you click on the map determines which half of the fountain or fighters plaza you will end up in. Travel to the Fighters Plaza, and purchase a waterskin from the leather merchant. Now enter the weapons store. Magic Users should leave right away, as they will want nothing in here. Fighters should if they have at least dinars bargain for the fine sword.

Thieves and Fighters should both purchase some daggers Don't bother bargaining for these, Issur will make no deals concerning his daggers. Head to the other end of the Fighters Plaza, and speak with Rakeesh.

Ask him about Paladins if you want to, then enter the adventurers guild. Speak with Uhura, then read and sign the guest book, and read the notice board. Fighters should heal with pills and spar with Uhura a few more times, while Magic Users and Thieves can leave at this point. Travel back to the gate plaza and walk outside to visit the Saurus Stables. Speak with the guard, and look at the saurus.

You can visit the desert if you wish, but I wouldn't advise doing so yet. Now you can either explore the city, or return to the inn. Either way, sleep or explore until night time. Thank Shema, eat and then stand up and sleep until Dawn.

Next go to the adventurer's guild and practice with Uhuru. When you exit the guild, thieves And character who can climb should take up the challenger's offer.

Don't worry if you fall off a few times, as the challenger will continue to show up again a few times. After this, use your map to go to the saurus stables. When you arrive, you spot that there is a sign on the gates of the stable, and a funny little man, named Ali Fakir, will try and sell his last saurus to you. Now you will want this saurus, but rather than typing "Bargain for Saurus", type "Buy Saurus".

Ali Fakir will start telling you about all this extra stuff he's going to throw in and for only 50 dinars. Tell him "NO". Say no to each of his offers until he comes down to 5 dinars. Ali Fakir will not go any lower than this. Now, buying the saurus using this method will not raise your communication skill because your not bargaining but it's better because you can save your cash for other things.

NOTE: If you don't want to buy the saurus right away, you don't have to. But, if you continue to not buy it, the game will end eventually. The Saurus: Now that you own a saurus, you can freely wander the desert. When your sick of the desert, just type "GO HOME" and, provided your saurus has a clear path to the edge of the screen, you will leave that screen and end up overlooking the city.

After Ali Fakir has left, you should ride your saurus. Head towards the bottom of the screen. This will take you to the city overlook. As I said in the above paragraph, this is where you will end up when you tell your saurus to go home. Now that we're in the desert, there is a few things we can do.

First, we'll visit the Dervish's Oasis. Don't worry about this as you will still be heading south. You can tell when your at the right screen, because one of the rocks there will look sorta of like a dinosaur's head At least, it does to me. From here, head east for three screens.

Your now at the Oasis. Oasis: Besides the obvious things to do here, such as talk to the dervish and drink water Typing drink water will also cause your hero to check his waterskins, and fill them if needed , you can also rest and sleep here. Typing "REST" will cause your hero to nap for an hour. That is, if't night, you'll sleep until dawn. If it's day, you'll sleep until night time.

And lastly, you can't ride your saurus while he's having a drink. Don'[t worry though, as he only takes a few seconds. After talking to the dervish and getting some water, take a piece of his beard.

Remember Keapon Laffin's poster at the adventure's guild? Thieves and magic user's return to the overlook, and practice throwing thieves or their spells Magic Users. Fighters should just wander aimlessly around the desert, killing any monsters they come across. See the monsters section for deatils on how to fight each creature. Your done fighting or practising or both , return to the Katta's Tail Inn.

Sleep until evening if it's still daytime. Come out and watch Shema dance, Order your dinner, then return to your room and sleep until dawn. Use your map to travel to the palace plaza, and from there go into the doorway to the left. Follow "Tarik of the Stars" until you reach the astrologer. Leave the Astrologer, go to the southern end of the fountain plaza and give a coin to the beggar doesn't matter which sort. Now head for the northern end of the fountain plaza and enter the magic shop.

Sell the whirl of beard to Keapon. Magic users should bargain for any spells that they haven't bought yet, while thieves should purchase the rope if they haven't already. Leave the magic shop, and exit at the top of the screen. Follow "Shmali Tarik". When you come to the intersection of Schmali and Sitt, turn left into "Sitt Tarik". You'll find yourself looking at a door with an eye in the center of it.

Knock on the door. You'll be asked the following questions: Q:"Who is it that seeks to enter? Who am I? After you've supplied the right answers, the door will open, and Aziza the enchantrees will admit you. Also, you won't have to answer the questions to gain entrance any more. Just knock to get in Aziza will ask you to sit down. Instead, just walk over to the table and you'll sit down automatically. When Aziza offers you tea, say yes.

Your character will now stand up and leave automatically. T magic users or mixed characters might have noticed something when walking the streets. Follow these arrows to their source. If you don't want to do that, then, after talking to Aziza, return to "Schmali Tarik" and head north use your compass if unsure of which direction is north and continue until you come to "Kalsa Darb".

Turn left and proceed until you come to "Kudra Darb", turning right. When you come to "Sahir Tarik", turn right. Now cast detect magic. This will cause a door to appear at the end of the alley. Enter it. Your now in the beautiful Wizard's Institue of Technology. You'll begin to hear a number of voices, and they will ask you some questions.

Failing them them will result in your being kicked out. First, the voices will ask yoru name. You can choose any of the wizards whose portraits you can see, although only Erasmus will agree to be your sponsor. The voices will carry on for a bit, then they will contact Erasmus. He will begin your pre-test. You'll find yourself in a strange area, unable to move. There will be three bells and a small stand in front of you. A bell will flash. Erasmus will congratulate you, as well as give you a few clues.

You'll exit back to the main hall of the W. The voices will ask if your ready. If you have a few mana pills, say yes. If you have none, say no, buy some, then return and say yes. You'll find yourself walking along an endless pathway in what appears to be space. The Air Wizard will appear, and begin his test. You'll continue along the path until the Earth wizard appears and issues his test.

Now climb over the wall. Now it's time for the Water Wizard's challenge. Continue casting until both halves of the iceberg fall of the screen. You'll now face the final test, that of the Fire Wizard. When the door appears, cast "OPEN" on it. Now cast "CALM", to make the flames die down. They'll disappear, but your left with a hole in the path.

It will fall over, allowing you to continue. Now that you've passed the tests, you will be returned to the W. Say no. Erasmus will congratulate you on passing the tests, and inform you that your now a wizard, not just a magic user. He'll then give you the reversal spell, and transport you back to the alley. From now on, you can't enter the W. T any more. Now explore or sleep until evening Fighters' should spend the day fighting monsters.

Fighters should defeat at least one of each type of monsters. See the monsters section for details of how to find monsters and when then can be found. Return top the inn at night, and sit down and listen to Omar the poet, then order your dinner, eat it and go to sleep. Thieving time While fighters' and wizards should sleep after Omar has finished, thieves should exit the inn. Return to the money changer, and she will give you a job and some directions. Follow them until you come to an alleyway with a blue lamp above a door.

Once it's the correct time, approach the door and pick the lock. You'll need it defeated by the end of Day Today is the first day the Earth Elemental will make an appearance. He's found somewhere in the streets north of the Plaza of the Fountain , and must be defeated by Day Quest for Glory Omnipedia Explore. Wiki Content. Explore Wikis Community Central. Register Don't have an account? Edit source History Talk 0.



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